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mirror of https://github.com/Siccity/xNode.git synced 2025-12-21 01:36:03 +08:00
xNode/Scripts/NodeGraph.cs
2023-10-05 20:10:15 +01:00

178 lines
5.3 KiB
C#

using System;
using System.Collections.Generic;
using UnityEngine;
namespace XNode
{
/// <summary> Base class for all node graphs </summary>
[Serializable]
public abstract class NodeGraph : ScriptableObject
{
/// <summary>
/// All nodes in the graph.
/// <para />
/// See: <see cref="AddNode{T}" />
/// </summary>
[SerializeField] public List<Node> nodes = new List<Node>();
/// <summary> Add a node to the graph by type (convenience method - will call the System.Type version) </summary>
public T AddNode<T>() where T : Node
{
return AddNode(typeof(T)) as T;
}
/// <summary> Add a node to the graph by type </summary>
public virtual Node AddNode(Type type)
{
Node.graphHotfix = this;
Node node = CreateInstance(type) as Node;
node.graph = this;
nodes.Add(node);
return node;
}
/// <summary> Creates a copy of the original node in the graph </summary>
public virtual Node CopyNode(Node original)
{
Node.graphHotfix = this;
Node node = Instantiate(original);
node.graph = this;
node.ClearConnections();
nodes.Add(node);
return node;
}
/// <summary> Safely remove a node and all its connections </summary>
/// <param name="node"> The node to remove </param>
public virtual void RemoveNode(Node node)
{
node.ClearConnections();
nodes.Remove(node);
if (Application.isPlaying)
{
Destroy(node);
}
}
/// <summary> Remove all nodes and connections from the graph </summary>
public virtual void Clear()
{
if (Application.isPlaying)
{
for (int i = 0; i < nodes.Count; i++)
{
if (nodes[i] != null)
{
Destroy(nodes[i]);
}
}
}
nodes.Clear();
}
/// <summary> Create a new deep copy of this graph </summary>
public virtual NodeGraph Copy()
{
// Instantiate a new nodegraph instance
NodeGraph graph = Instantiate(this);
// Instantiate all nodes inside the graph
for (int i = 0; i < nodes.Count; i++)
{
if (nodes[i] == null)
{
continue;
}
Node.graphHotfix = graph;
Node node = Instantiate(nodes[i]);
node.graph = graph;
graph.nodes[i] = node;
}
// Redirect all connections
for (int i = 0; i < graph.nodes.Count; i++)
{
if (graph.nodes[i] == null)
{
continue;
}
foreach (NodePort port in graph.nodes[i].Ports)
{
port.Redirect(nodes, graph.nodes);
}
}
return graph;
}
protected virtual void OnDestroy()
{
// Remove all nodes prior to graph destruction
Clear();
}
#region Attributes
/// <summary> Automatically ensures the existance of a certain node type, and prevents it from being deleted. </summary>
[AttributeUsage(AttributeTargets.Class, AllowMultiple = true)]
public class RequireNodeAttribute : Attribute
{
public Type type0;
public Type type1;
public Type type2;
/// <summary> Automatically ensures the existance of a certain node type, and prevents it from being deleted </summary>
public RequireNodeAttribute(Type type)
{
type0 = type;
type1 = null;
type2 = null;
}
/// <summary> Automatically ensures the existance of a certain node type, and prevents it from being deleted </summary>
public RequireNodeAttribute(Type type, Type type2)
{
type0 = type;
type1 = type2;
this.type2 = null;
}
/// <summary> Automatically ensures the existance of a certain node type, and prevents it from being deleted </summary>
public RequireNodeAttribute(Type type, Type type2, Type type3)
{
type0 = type;
type1 = type2;
this.type2 = type3;
}
public bool Requires(Type type)
{
if (type == null)
{
return false;
}
if (type == type0)
{
return true;
}
if (type == type1)
{
return true;
}
if (type == type2)
{
return true;
}
return false;
}
}
#endregion
}
}